diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-01-01 03:20:50 +0300 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-01-01 03:20:50 +0300 |
commit | 71991cf41ed5018ffaf3f00b75fd142419b36af0 (patch) | |
tree | f0996985944e302db7dcdaa87191599da28a7824 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | |
parent | bab1b90edc55251ceb5e3033d588347b48cceca4 (diff) |
Some rigidbody dynamics fixes (scaling again) to make Happy 2006 domino simulation to work.
See http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=happy_2006_blend.zip
For the baked dominos. Thanks to Tom M (LetterRip) for the blend.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index 71a80e01f3b..fb5037345a8 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -1022,7 +1022,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, ci.m_angularDamping = 1.f - shapeprops->m_ang_drag; //need a bit of damping, else system doesn't behave well ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour - + KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna); if (objprop->m_in_active_layer) |